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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt10
1 files changed, 9 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
index 4cb8e6d..a8a4ff5 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
@@ -61,7 +61,8 @@ Incorporate inter-relationship of angular corrections. For instance, angularDefl
61 61
62BULLETSIM TODO LIST: 62BULLETSIM TODO LIST:
63================================================= 63=================================================
64Avatar density is WAY off. Compare and calibrate with what's in SL. 64Implement an avatar mesh shape. The Bullet capsule is way too limited.
65 Consider just hand creating a vertex/index array in a new BSShapeAvatar.
65Revisit CollisionMargin. Builders notice the 0.04 spacing between prims. 66Revisit CollisionMargin. Builders notice the 0.04 spacing between prims.
66Duplicating a physical prim causes old prim to jump away 67Duplicating a physical prim causes old prim to jump away
67 Dup a phys prim and the original become unselected and thus interacts w/ selected prim. 68 Dup a phys prim and the original become unselected and thus interacts w/ selected prim.
@@ -170,6 +171,9 @@ Avatar attachments have no mass? http://forums-archive.secondlife.com/54/f0/3179
170 171
171INTERNAL IMPROVEMENT/CLEANUP 172INTERNAL IMPROVEMENT/CLEANUP
172================================================= 173=================================================
174Create the physical wrapper classes (BulletBody, BulletShape) by methods on
175 BSAPITemplate and make their actual implementation Bullet engine specific.
176 For the short term, just call the existing functions in ShapeCollection.
173Consider moving prim/character body and shape destruction in destroy() 177Consider moving prim/character body and shape destruction in destroy()
174 to postTimeTime rather than protecting all the potential sets that 178 to postTimeTime rather than protecting all the potential sets that
175 might have been queued up. 179 might have been queued up.
@@ -204,6 +208,8 @@ Should taints check for existance or activeness of target?
204 Possibly have and 'active' flag that is checked by the taint processor? 208 Possibly have and 'active' flag that is checked by the taint processor?
205Parameters for physics logging should be moved from BSScene to BSParam (at least boolean ones) 209Parameters for physics logging should be moved from BSScene to BSParam (at least boolean ones)
206Can some of the physical wrapper classes (BulletBody, BulletWorld, BulletShape) be 'sealed'? 210Can some of the physical wrapper classes (BulletBody, BulletWorld, BulletShape) be 'sealed'?
211There are TOO MANY interfaces from BulletSim core to Bullet itself
212 Think of something to eliminate one or more of the layers
207 213
208THREADING 214THREADING
209================================================= 215=================================================
@@ -262,3 +268,5 @@ llApplyImpulse()
262 (Resolution: tested on SL and OS. AddForce scales the force for timestep) 268 (Resolution: tested on SL and OS. AddForce scales the force for timestep)
263llSetBuoyancy() (DONE) 269llSetBuoyancy() (DONE)
264 (Resolution: Bullet resets object gravity when added to world. Moved set gravity) 270 (Resolution: Bullet resets object gravity when added to world. Moved set gravity)
271Avatar density is WAY off. Compare and calibrate with what's in SL. (DONE)
272 (Resolution: set default density to 3.5 (from 60) which is closer to SL)